Description

glDrawArrays specifies multiple geometric primitives
with very few subroutine calls. Instead of calling a GL procedure
to pass each individual vertex, normal, texture coordinate, edge
flag, or color, you can prespecify
separate arrays of vertices, normals, and colors and use them to
construct a sequence of primitives with a single
call to glDrawArrays.

When glDrawArrays is called, it uses count sequential elements from each
enabled array to construct a sequence of geometric primitives,
beginning with element first. mode specifies what kind of
primitives are constructed and how the array elements
construct those primitives.

Vertex attributes that are modified by glDrawArrays have an
unspecified value after glDrawArrays returns. Attributes that aren't
modified remain well defined.

Notes

GL_LINE_STRIP_ADJACENCY,
GL_LINES_ADJACENCY,
GL_TRIANGLE_STRIP_ADJACENCY and
GL_TRIANGLES_ADJACENCY
are available only if the GL version is 3.2 or greater.

Errors

GL_INVALID_ENUM is generated if mode is not an accepted value.

GL_INVALID_VALUE is generated if count is negative.

GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an
enabled array and the buffer object's data store is currently mapped.

GL_INVALID_OPERATION is generated if a geometry shader is active and mode
is incompatible with the input primitive type of the geometry shader in the currently installed program object.